1) Do the primal have banelings? I walled off one side of my base with cannons and just walked around sealing caves. Not very hard imo.
2) I noticed that the zerg did not have any upgrades letter in the map. Muta swarms were a pesk, but I was fully upgraded so swarms weren't a big issue once I guardian shield and micro-blinked. Maybe upgrade swarms latter in game?
3) I think air attacks should happen over mineral lines.
4) Terrain was really nice and I really enjoyed the opening cinematic with the fog moving through the scene!! So cool!
5) Good to see Primal making an appearance!
6) Ending cinematic could be a little spruced up or lengthened?? I just spent 30 mins sealing caves...I want more fog and backstory!!
Great map!! Looking forward to playing the next one.
Besides being really easy...the map itself is a work of art. The whole feel of this map is just amazing. The music is so eerie and that first shot in the rocks for the opening cinematic...just too good!! I didn't want to end it cause it was so amazing too look at.
I think the hero (forgot his name) should have some support troops with nice abilities. I sorta trounced everything so the difficulty could be upped with added Protoss troops.
Also, at the end. I just blinked away from everything. Was I supposed to do that? Maybe I should be transporting the Ignos in some sort of Protoss Vehicle...a Reaver!! I'd imagine the Ignos is a big thing not to fit in the heroes pocket.
Is the Guardian a Xel'Naga or a Hybrid or something else?? That has some awesome potential.
Mission 1 was far too hard for a first mission so this is more on difficulty level I'm planning that this campaign should lay on. But I do think you have a point with the mutalisk. Perhaps I should add some upgrades to them and perhaps also randomize the attack routes of the primal zerg later in the mission. Hard difficulty could be harder.
Hehe, yeah, Perhaps I should add some more spice to the ending cinematic here.
Regarding Mission 3:
Very glad you like the terrain and atmosphere here. I've spent some time on it, perhaps at the expense of the gameplay.
I don't think I want to add support troops, but I think this mission could need some additional encounters. It is a bit easy, I might go back to this and add a hard difficulty level. No promise.
I don't think I will make so many changes to this mission though. On the fourth mission you will still control Agdos and have the same abilities but that map is a bit harder and a more complex mission. Mission 3 is more of an introduction to the hero's abilities, you could say.
The Guardian is for sure more Xel'Naga then hybrid :)
Hope you'll play mission 4 as well. It can be downloaded at the Ignos download page. (it's not in the zip)
Mission 4 is really hard!!! Holy Shit how can you say my map is hard and you punish me here!! :) I'm just at the part where Agdos finds the communicator from his scattered Protoss friends. I had to save a lot so more to report tmr.
This is a true masterpiece!! The terrain again is just jaw-dropping. A real privilege to be exploring this world!
The boss was a lot of fun, but I ended up just running around and using the ramp to avoid him. It got a little tedious. I think you should make the rock barrier have less hp, but I enjoyed the challenge of it all.
Somehow I blinked into the valley after the boss, but I got out.
The terrain of the floating islands looks really choppy on my screen. Is that normal?
More to report tomorrow!! Loving this campaign. Highly recommend to everyone!!
Haha, nice. Then it's no to easy this time. Perhaps I went a bit overboard on the difficulty there. I'm planning to update mission 1-4 and the difficulty is something I will look at (already added banelings in mission 2, thanks for the tip).
Aww, thanks. Glad you like the terrain. I was inspired when making it so this mission didn't take so long to make. Been much harder to work on mission 5, but more on that below.
The Boss fight might is a bit stale. I will add a sprint/charge ability to the boss making him run twice as fast periodically, forcing you to blink. Perhaps I'll think of some interesting new encounters to add to the fight as well, but no promise.
About the valley:
Others have had that bug as well. It is hard to fix since the default game camera has an angle and to see pathing i must hide doodads. It's a bit nit-picky work, with twisting and turning the camera and showing and hiding doodads and trying to predict were the pathing is in relation to the doodads while I can only see one of them at the time. I'll try to fix this but I don't know if I'll manage it perfectly.
The terrain on the islands has a ton of doodads at the same time so it much more demanding of the computer then normal starcraft 2 terrain.
Very glad you like it. Your feedback is much appreciated :)
Mission 5 was supposed to be a reworked mission based upon the old mission 4 terrain concept. Here are some development screenshots
The concept for the mission was that you (the player) controlled both a protoss base and a revivable Agdos. At the start you have a limited tech tree and you must search for relics to unlock new unit types. You need to find all relics to get air units, which you'll need to attack the final Terran base.
My ideas for the mission did not work out as well as I thought and I'm generally just frustrated with it. It would be hard to balance around having both regular units and the superhero Agdos and to be quite honest I'm sick of it.
So I will make an entirely new mission 5. This means it will take even longer to finish it as I'll have to rewrite some story and think of new gameplay. Luckily I have some terrain concepts laying around and I've picked one that I think have much more potential. Here are some screens.
Current gameplay plan is a hero mission ala BioTech5 but were the hero must gather limited resources scattered across the map to pay for upgrades that enable new abilities, skills or attributes. The player have to choose which upgrades he/she will prioritize from a relative large pool of available upgrades. Ideas and suggestions are appreciated.
So I just wanted to give a heads up that I have not abandoned this project, and that it will continue to develop in it's usual snail-paced speed.
You know, when I first started mapping I actually had a difficult time making terrain and struggled quite hard with it. On my earliest missions in the Starcraft/Warcraft3 era I took blizzards maps and modified them with my own gameplay ideas. I often had to make changes to the terrain because I wanted to change the mission layout but when doing so I took inspiration from the terrain inside the map I were working on. By doing this I also could discover some tricks blizzard used.
I think I learned a lot from this approach, so perhaps its something other people might learn from too.
I just stole one of Blizzard's campaign maps for my next map. I've completely redone it, but I really needed a template to go off of. I'm so bad at terraining and I really just want to write simple triggers and write my silly little story!! I've actually gotten a lot of stuff done on this map, but I do appreciate the time I took to try and create my own map. Its just I'm not redefining the rts genre with my campaign...just want to write a story and have some fun and found terraining was really bogging my map down.
Also, picking apart Blizzard's map really opened my eyes up to more of the possibilities of mapping!! :)
Not sure on the advice I would give new people on writing a campaign map or a map in general. If you are like myself and have 0 background in programming or SC1/WC3 editors then you really have no context to start in for SC2. Taking apart one of Blizzard's maps is an arduous task if you have no clue what is going, but now that I am taking it apart...I'm like whoa that is a cool trigger or wow I didn't even know that was a doodad option.
Perhaps a long-term goal of the CCI mission is to make a campaign-style tutorial that takes apart a Blizz Map and creates a mission on it.